I'm curious about this actually, would you have the excerpt or the source that I could check out?I may be wrong, but I remember Yoshida saying something like this in the EW media tour: "Many people are asking for HW job design, but let's continue with ShB design", not with those exact words, but yeah, they heard our feedback but chose to ignore it for the sake of new players I guess. So what's the point of giving feedback if they're going to completely ignore it?
I very much doubt that they will honor those words in the future. I don't think this job identities rework will actually happen, sad but true.
edit: What I mean is, in the pre-EW they recognized that a lot of players were unhappy with the battle design, so I would imagine that if they really wanted to improve the job design, they would have done it by now in DT, or at least they would be taking some steps in that direction. So, I would say don't expect it to happen in 8.0.
I actually also unfortunately remember this extremely well, because I was watching the livestream with my friends and multiple of them would joke like, "Wow Reverie I can't believe Yoshida went out of his way to crush your dreams specifically," LOL. I believe it was the PLL for EW's combat changes actually, not the media tour proper. Basically the equivalent to what we just got--I just can't remember the number, I'm sorry. He mentions it around the beginning of the LL though, from what I recall.
I think it was on a media tour, I think, that he commented on this on the Reaper panel, but I couldn't find it unfortunately.I actually also unfortunately remember this extremely well, because I was watching the livestream with my friends and multiple of them would joke like, "Wow Reverie I can't believe Yoshida went out of his way to crush your dreams specifically," LOL. I believe it was the PLL for EW's combat changes actually, not the media tour proper. Basically the equivalent to what we just got--I just can't remember the number, I'm sorry. He mentions it around the beginning of the LL though, from what I recall.
But I think he says something similar in this video here: https://youtu.be/WSGdMv72ghI 1:16:40
Last edited by kuroashi_sanji; 05-19-2024 at 07:51 AM.
sorry for my bad english
R.I.P DRG
I wouldn't even mind getting no new job but a single rphys if it means we can get the pvp treatment over job identity. Hell, I'd even forego a 4th rphys job even though this role needs some love if it meant it got a new identity.Yoshi-P did mention briefly about wanting to delete classes and rework jobs. That's probably happening in 8.0. If that's their plan, it explains the little changes they made moving from 6.0 to 7.0.
We're mostly likely only getting one new job (Physical ranged?), or no new jobs. Maybe expand on limited jobs (Level cap and content to do with them).
Thank you for finding it.I think it was on a media tour, I think, that he commented on this on the Reaper panel, but I couldn't find it unfortunately.
But I think he says something similar in this video here: https://youtu.be/WSGdMv72ghI 1:16:40
I guess it makes things clear on that department, and I'll stop pestering them about it then, and concentrate instead on job identity, which this thread is about anyway. I don't care much about extreme complexity and difficulty, or galaxybrain skill ceilings. I just want decent ceilings that allow for meaningful mechanics in jobs that feel good to use and pull off properly.
Honesetly, difficulty/complexity is a red herring in the current job design paradigm anyway imo.I guess it makes things clear on that department, and I'll stop pestering them about it then, and concentrate instead on job identity, which this thread is about anyway. I don't care much about extreme complexity and difficulty, or galaxybrain skill ceilings. I just want decent ceilings that allow for meaningful mechanics in jobs that feel good to use and pull off properly.
Different people have different brains, which means there's a bunch of different routes people prefer to take when solving problems. What's hard for one person to understand is intuitive for another and so on.
So, when caulking over niches for the sake of making jobs accessible for those who prefer to play other jobs, those who used to fill that niche may now struggle with adapting to a strategy that's less engaging for them, which then leads to simplifying the homogenized group, and thus a vicious cycle is born.
Something something, gameplay diversity is accessibility. We're about to have 21 jobs (4T, 4H, 6M, 3R, 4C), the goal should be that your average gamer should have at least one job that they click with, 3-5 for your more advanced player, and really only your hardcore playerbase should be able to maximize the usage of every job. (and even then..) If your largest player demographic is able to find a groove with every job, it's not because you have accessible job design, it's because you've pushed out every other player who prefers different gameplay niches.
~sigh~
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